Quote:
|
Originally Posted by SgtHulka Now for my question both for the designer and other players. How do you guys feel about the Advanced Dungeon Generator? Personally, I'm finding that it doesn't have enough doors. My first Advanced Dungeon began with a dead-end corridor and no doors, for example, resulting essentially in a winless quest.
::SNIP::
Any suggestions on a compromise? My current compromise is to re-roll the 12-sided die when it comes up 1-4. That way there's always *some* feature to a corridor, and it's more likely a door will appear. |
I like the advanced tables, but I often wind up not using them. I play solo, and I don't have much space to spread out, so I use
AutoREALM as my gaming table. It becomes VERY cumbersome to add all of the little features as I go while using mapping software.
The trade off is effort vs. detail. When I'm solo, the hack & slash fix overrides my love of fluff and detail.
As for no doors, I've had this problem even with the BASIC dungeon tables, rolling that dead end corridor to start with. My house rule is that there's ALWAYS a secret door in that initial dead end. If the room I roll up on the other side has no further doors, then its the quest room and I have a quick adventure.
-----
Another option would be to rule the dead end as an empty cave you mistook for the real dungeon and start over. Maybe the bad guys left false tracks that fooled your ranger just long enough to let the villains warn their minions and so the random encounter tracker starts at setting 4 instead of 1 in the real dungeon.
Once DB Wilderness comes out, maybe there's an ambush waiting outside this red herring. Roll as if in a side quest room (1d6-1 on the Quest Room Encounter Table) for the ambushers, then continue on to the real hideout.